The Jashinist (3.5e Prestige Class)

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The Jashinist

Now! Let's savour the utmost of suffering together!"
—Hidan

Death, the ultimate any of any mortal. Every adventurer runs from death and builds themselves to resist it with all their might. However, only the avatars of Jashin, lord of murder, destruction, and chaos, learn the true meaning of pain and death, and how to overcome it.

Becoming a Jashinist

Spellcasters of either divine or arcane nature become Jashinists to be closer to there god, and to avoid the Grim Reaper.

Entry Requirements
Alignment: Evil (any)
Base Attack Bonus: +6.
Skills: knowledge religion: 10 ranks, knowledge arcana: 10 ranks.
Feats: Diehard, Cleave.
Spellcasting: Must be able to cast 3rd level arcane or divine spells.
Patron: Must worship Jashin (or the god of murder and death in current campain).
Special: The character must undergo a ritual in the church of Jashin where they are brutally tortured for three days, murdered, and then resurrected by the high priest.

The DM must approve of this class. Don't be too surprised if he or she doesn't.

Table: The Jashinist

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Natural Armor Special Spell Progression
FortRefWill
1st+1+2+2+2+1 Extra Domain: Death, Devotion to Jashin, The Dark Ritual, S and M +l level of existing spellcasting class
2nd+2+3+3+3+1 Scythe Trick, Curse 1st Level +1 level of existing spellcasting class
3rd+3+3+3+3+2 Reaper's Visage +1 level of existing spellcasting class
4th+4+4+4+4+2 Scythe Trick +1 level of existing spellcasting class
5th+5+4+4+4+3 Curse 2nd Level +1 level of existing spellcasting class
6th+6+5+5+5+3 Extra Domain: Hatred +l level of existing spellcasting class
7th+7+5+5+5+4 Scythe Trick +1 level of existing spellcasting class
8th+8+6+6+6+4 Curse 3rd Level, Undying +1 level of existing spellcasting class
9th+9+6+6+6+5 Blood Lust +1 level of existing spellcasting class
10th+10+7+7+7+5 Reap the Grave, Self Infliction +l level of existing spellcasting class

Class Skills (4 + Int modifier per level)
Balance, Bluff, Concentration, Decipher Script, Escape Artist, Gather Information, Hide, Heal, Intimidate, Knowledge Arcana, Knowledge Religion, Knowledge the Planes, Listen, Move Silently, Search, Spot, Survival, Swim, Use Magic Device

Class Features

Weapon and Armor Pro: When a Jashinist is chosen, he gives up the use of all weapon types save two, the Scythe and Spear. Because of this sacrifice, he learns to use these types of Weapons especially well, gaining Weapon Finesse and Weapon Focus with them. The Jashinist also looses all Armor Proficiencies, but retains the use of light and heavy shields.


Spells: The Jashinist continues advancing in his spell levels as though he had gained a level in his spell casting class.


Extra Domain: As a Jashinist, the zealot learns new domains the closer he gets to his god. At first level he gets the death domain, and at sixth he learns the hatred Domain (found in the Player's Guide to Faerun). The Jashinist gains the use of these domains even if he is not a divine caster.


Devotion to Jashin: Undergoing the church's ritual to become a Jashinist, the zealot gains a closeness to his god that cannot be swayed. His alignment cannot be changed forcibly, except direct deity intervention, and only if that deity is willing to get on Jashin's hit list. Furthermore, the Jashinist cannot be seperated from his deity by any means mundane or magical. Not even Godbother, Limited Wish, Wish, or Miracle (unless the deity appears) can pull him away. If the Jashinist enters an antimagic field, while all other magics fail, he may still use his domain spells and abilities.


The Dark Ritual: As a full round action, the Jashinist may cut himself, dealing 10 points of lethal damage, and spill his blood on the ground. Using this blood he quickly and gracefully draws the symbol of Jashin on the ground. Once the symbol is complete, he may benefit from it's dark effects. While inside the symbol, the Jashinist is immune to death effects, critical damage, ability drain, and energy drain. He gains damage reduction 10/- and spell resistance equal to 10 +his Hit Die. At later levels he can forgo the damage reduction and spell resistance for the sake of his curse. The Jashinist cannot be physically pushed out of the circle, but spells such as Gust of Wind and Telekinesis are still effective. The symbol once drawn cannot be moved. If part of the symbol is erased or washed away, it ceases to function. Attempting the dark ritual in melee combat provokes an attack of opportunity. If the Jashinist is hit, he must roll a concentration check vs damage dealt to complete the ritual.


S and M: Jashin teaches that pain is the only true, honest pleasure in life, and a Jashinist learns quickly to love it. Any damage dealt by pain spells is negated. Furthermore, while the Jashinist can still be affected by fear and weariness, instead of adding a negative modifier to his rolls, he adds a positive one.


Scythe Tricks: As he levels, the Jashinist learns new tricks to pull with his main weapon. The Jashinist may choose any trick he wishes, though eventually he will learn them all. Each Scythe Trick may be used 3/day.

Reaping Mauler: As though he had the Spring Attack Feat, the Jashinist may move and attack at the same time, but he may use all of his attacks per round and choose seperate targets as long as they are within his movement and range.

Fear the Reaper: Once he has made a successful attack on his first base attack bonus, and as long as he has the oppurtunity to make a full attack, the Jashinist may then choose to simply attempt total annihilation of his enemy rather than cursing him. For every attack he would normally take, he instead takes two.

Whirling Reaper: If the Reaper is using his issued Ranged TriScythe, then he is allowed the opportunity to make a devestating blow to all enemies within his range. He may act as though he had the Imp Whirlwind Attack Feat, affecting all enemies within a 20ft radius.


Curse: Just as he learns new tricks with his scythe, the Jashinist learns to be equally talented with his spear. The true horror of Jashin is expressed through cursing the Jashinist's opponent, and using his spear the zealot will do just that. Each curse is delivered through the first successful spear attack (at the Jashinist's choosing) and may be used 3/day.

1st Level: Bestow Curse ( as the spell) but the Fort save is equal to the 10 + damage dealt.

2nd Level: Boiling Blood The victims blood becomes a weapon against him, dealing the same total of damage each round for 1d4 + levels of Jashinist rounds.

3rd Level: Blood Fountain The victim is wounded, but instead of slowly bleeding out, he instead bleeds profusely, loosing 10 hit points and 2d4 Con per round until he is magically healed.


Reapers Visage: At 3rd level, a Jashinist truly starts his journey towards immortality and utter terror. Once a Jashinist has tasted the blood of an opponent he has damaged (damage dealt must equal 10 + the Jashinist hit die) which he does by licking off of his blade (a move action or free action if the Jashinist has the Quick Draw Feat) he may choose to immediately begin the dark ritual. Once the ritual is complete, the Jashinist transforms to look more like the Jashin himself (his skin turns black, his hair white, and a tattooed outline of a skeleton appears on his body and face). He may retain this form for the rest of the battle or until his self infliction (see below) kills a victim. In this form he gains half his hit die to his Natural Armor, fast healing of +10 and his S&M bonuses (if any) are doubled. However, the truly terrifying aspect of his new form is what occurs while he remains inside Jashin's symbol. Any damage done to the Jashinist while inside is automatically halfed for himself, but the poor soul whose blood he has consumed suffers the full weight of the damage dealt. Only a remove curse, heal, or miracle can save the victim from continuing to suffer the Jashinist's damage.


Undying: At eight level, a Jashinist reaches the immortality he so desires. He becomes immune to death effects and gains fast healing of 30. Furthermore, unless his body is utterly destroyed, he will not die. If his is beheaded, his body can continue to fuction normally and his head can be reattached. The Jashinist may keep fighting until he is brought to -50, at which point his body is in too many pieces to function properly. If he is left alone, the Jashinist will pull himself together and stand again once he is above 0 hit points. To prevent this, his body must be burned to ash (bringing him to -100 hit points) or destroyed by a wish spell. However, there is a downside to gaining this power. Once a Jashinist has gained Undying, should he ever be truly killed and then ressurected, he looses all levels in Jashinist save his first. Other levels may be filled with another class. If he wishes to continue on the road to Immortality, he must gain the levels all over again. For example, a 10th level cleric, 8th level Jashinist could return as a 17th level cleric, 1st level Jashinist, and continue leveling again in the class. He looses all class abilities and must regain them through devotion to his class.


Blood Lust: At ninth level, a Jashinist learns to steal the essence of life from the blood he partakes of. Any time he imbibes a victims blood, he may heal himself for 4d8 + his hit die (max +20).


Reap the Grave: At his final level, the Jashinist learns the true joy of death and murder. Any time he kills a victim of his curse, the Jashinist is healed as though through a heal spell cast by a cleric of his hit die. In doing so he consumes the soul of the victim, preventing the victims ressurection for 3 days unless the Jashinist is killed.


Self Infliction: Finally at one with Jashin, the zealots true power is revealed. While in Jashin's symbol under Reaper's Visage, the Jashinist may make a killing blow against his victim. Using the needle spear, the Jashinist may make a coup de grace attack against himself (provoking an attack of oppurtinity if possible). If the Jashinist is hit, he must make a concentration check vs 15 + damage dealt or lose his action for the round. With a successful hit to his flat footed armor class (as the Jashinist is not trying to dodge) the needle spear pierces his heart, instantly killing his victim. The Jashinist lives through the death and experiences such orgasmic pleasure that he is considered helpless for the next 1d4 rounds. For that purpose, Jashinist rarely use this attack in battles against multiple enemies unless they are a member of a party they trust.


New Weapons

TriScythe: 20ft range, 12lbs, Slashing type, Large size, 6d4 damage, x6 critical

Needlespear: 3lbs, Piercing type, Small size, 2d4 damage, 19-20/x3 critical .

Ex-Jashinist

A Jashinist who turns his back on the church has literally signed a death warrant. He loses all class abilities and 1 Con pt per day until he dies or until a Jashinist casts atonement on him, at which point he may rejoin the church. He will not regain his class abilities until he undergoes the church ritual again. Alternately, the ex-Jashinist may seek out a cleric of a good god and have the cleric cast miracle on him. He may choose a new class to replace his levels of Jashinist and stops losing Con. Most clerics might request an alignment change on his behalf though. This is up to the DM's descression.

Playing a Jashinist

Combat: Melee Spellcaster

Advancement: Clerics multiclass best as Jashinist, but any spellcasting class may take it.

Resources: Jashin respects only his Avatars who learn to take care of themselves. Therefore monatary needs are never imbursed. However, a Jashinist may easily recieve free care at any temple of Jashin

Jashinist in the World

"When the other person's agony at the final moment of death seeps into my body the pain is transcended and become the purest ecstasy!"

Jashinists are often feared by even the mightiest of kings and hunted by clerics of good gods and by paladins. They are shown the utmost respect in the underworld, and the more depraved a leader is, the more willing he is to use them to his advantage.

NPC Reactions: The only way to recognize a Jashinist outside of battle is the symbol of Jashin that he may or may not wear around his neck. Good NPCs will distrust him but will also fear getting on his bad side. They may treat him lavishly in the hopes that he will not sacrifice them or their loved ones to his god. Evil NPCs respect his devotion and may either seek to annihilate him to prove their own worth or to travel with him and bask in the wake of his fury.

Jashinist Lore

Characters with ranks in religion can research jashinist to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

knowledge religion
DCResult
11This character worships Jashin, the god of murder, death, destruction, and chaos. He serves his dark lord with the utmost faith.
16A Jashinist becomes immortal and is rarely ever defeated in battle. It is said that if he cuts you, your life is over.
21Leting a Jashinist draw the symbol of his god on the battle field is the beginning of the end. His form will change, he will become harder to hit, and hurting him will only hurt you. The Jashinist is immune to death effects once he has advanced so far in his class. A Jashinist cannot be severed from his god exept by deity intervention, and even that is not guarenteed.
26If the Jashinist partakes of your blood or hits you with his spear, he can curse you. These curses more likely than not result in death. If he is inside of his symbol, get him out of it at all costs or destroy the symbol. (This result also allows you the knowledge of how to destroy a Jashinist).

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